Auto Warz — Development Roadmap¶
Document Type: Project Management Version: 0.7 (Updated) Status: Living Document — update as milestones are completed Last Updated: 2026-03-13 Vault destination:
04_Project ManagementAuthor: Solo Developer Parent Document:[01_Master GDD](<../01_Design Documents/01_Master GDD.md>)Related Documents:[02_Scope & MVP Document](<../01_Design Documents/02_Scope & MVP Document.md>)·[01_Technical Architecture Document](<../02_Technical Documents/01_Technical Architecture Document.md>)·[04_Factory & Resource System Design](<../01_Design Documents/04_Factory & Resource System Design.md>)
Table of Contents¶
- #Purpose of This Document
- #Developer Reality
- #How This Roadmap Works
- #Phase 0 — Foundation
- #Phase 1 — Prototype
- #Phase 2 — Core Factory
- #Phase 3 — Factory Depth
- #Phase 4 — Multiplayer
- #Phase 5 — Polish & Early Access
- #Phase 6 — Space Layer
- #Phase 7 — War & Full Release
- #Milestone Summary
- #What To Do When You're Stuck
- #Revision History
Purpose of This Document¶
This document breaks the full Auto Warz development plan into concrete, achievable milestones ordered by priority. Each milestone has a clear definition of done — you know exactly when it's finished.
This roadmap is a living document. Update it when milestones are completed, when scope changes, or when priorities shift. A roadmap that doesn't reflect reality is useless.
Developer Reality¶
| Factor | Value |
|---|---|
| Development pace (original) | ~15–20 hrs/week (~850 hrs/year) |
| Development pace (actual) | AI-assisted — significantly faster |
| Tracking style | Feature-based milestones — done when done |
| First priority | Playable prototype as fast as possible |
| Engine | Godot 4, GDScript |
| AI assistance | Claude.ai (orchestration) + GitHub Copilot Pro (coding) |
| Phase 1 estimate (original) | ~115–184 hrs (~1–1.5 months at original pace) |
| Phase 1 actual | ~2 days (Feb 23–24, 2026) |
| Full game estimate (original) | ~4–5 years at original pace |
| Full game estimate (revised) | ~3–5 months to Early Access |
The Golden Rule: A rough playable game is worth more than a perfect unplayable one. Always prioritise getting something running over getting something right.
Timeline Comparison¶
All dates assume Feb 23, 2026 as project start. Original pace assumes 17.5 hrs/week average. AI-assisted pace based on Phase 1 actual performance and conservative slowdown for complexity, multiplayer, and polish phases.
⚠️ Revised dates are optimistic estimates — multiplayer, art, and audio phases will likely take longer than the formula suggests. Treat them as best-case targets, not deadlines.
| Phase | Original Estimate | Original Target Date | AI-Assisted Estimate | Revised Target Date |
|---|---|---|---|---|
| P0 — Foundation | 5–9 hrs | Feb 23, 2026 | ~2 hrs | ✅ Feb 23, 2026 |
| P1 — Prototype | 115–184 hrs | Apr–Jun 2026 | ~2 days | ✅ Feb 24, 2026 |
| P2 — Core Factory | 195–300 hrs | Nov 2026–Mar 2027 | ~2–3 weeks | Mid Mar 2026 |
| P3 — Factory Depth | 195–270 hrs | Jun–Nov 2027 | ~2–3 weeks | Early Apr 2026 |
| P4 — Multiplayer | 105–165 hrs | Feb–Jun 2028 | ~2–3 weeks | Late Apr 2026 |
| P5 — Polish & EA | 165–260 hrs | Oct 2028–Apr 2029 | ~4–6 weeks | Early Jun 2026 |
| 🚀 Early Access Launch | ~Late 2028–Mid 2029 | ~Jun 2026 | ||
| Phase 6 — Space Layer | TBD | Post-EA | TBD | Post-EA |
| Phase 7 — War & Full Release | TBD | Post-EA | TBD | Post-EA |
How This Roadmap Works¶
Milestone Structure¶
Each milestone follows this format: - Goal — what this milestone achieves in one sentence - Deliverables — specific things that must exist when done - Definition of Done — the exact criteria that marks this milestone complete - Estimated Hours — rough guide, not a deadline - Unlocks — what becomes possible after this milestone
Phase 0 — Foundation¶
Actual: ✅ Completed Feb 23, 2026
M0.1 — Development Environment #done¶
Completed: 2026-02-23
M0.2 — Project Scaffolding #done¶
Completed: 2026-02-23
Phase 1 — Prototype¶
Actual: ✅ Completed Feb 24, 2026
M1.1 — Grid & Camera #done¶
Completed: 2026-02-23
M1.2 — First Building & Resource #done¶
Completed: 2026-02-23
M1.3 — Basic Belt System #done¶
Completed: 2026-02-23
M1.4 — First Production Chain #done¶
Completed: 2026-02-23
M1.5 — Basic Power System #done¶
Completed: 2026-02-23
M1.6 — Genesis Bot #done¶
Completed: 2026-02-24
M1.7 — Prototype Session Loop #done¶
Completed: 2026-02-24
🎉 Phase 1 — Prototype Complete.
Phase 2 — Core Factory¶
Goal: All Phase 1 resources, buildings, and production chains exist and work. The factory is deep enough for 3–4 hours of solo play.
Original estimate: 195–300 hrs — target Nov 2026–Mar 2027
Revised estimate: ~2–3 weeks — target Mid Mar 2026
Milestones¶
M2.1 — Full Resource Set #done¶
Completed: 2026-02-27
Delivered:
- galaxy_seed added to GameManager.session_config
- RecipeDefinition multi-input refactor — inputs: Dictionary
- ResourceDefinition gains FLUID = 4 tier
- 17 new resource .tres files: 4 raw, 4 refined, 5 component, 4 fluid
- 9 new recipe .tres files
M2.2 — Full Building Set (Processing) #done¶
Completed: 2026-02-27
Delivered: - GUT 9.6.0 integrated and patched for Godot 4.6 - 70 unit tests passing across 3 test files - All extraction, processing, storage, power, research, and module crafter buildings
M2.2.5 — Genesis Redesign #done¶
Completed: 2026-03-01
Delivered:
- Persistent translucent blue build ghosts with bottom-to-top progress fill
- Autonomous Genesis patrol loop and task execution
- Plan mode (P) and war mode (W) toggles
- Right-click ghost in world or task in queue to cancel
- IoConnector independence fix — survives adjacent building demolition
M2.3 — Pipe System #done¶
Completed: 2026-03-13
Delivered:
- PipeSegment node — connects to all adjacent pipe faces automatically, arm-based visual (hub + per-face arms), fluid amount tracked per segment
- PipeSystem — registry and tick coordinator, _rebuild_networks() BFS correctly bridges via both input_face and output_face sides of adjacent PipeConnectors
- PipeNetwork — pair-equalisation fluid simulation (0.4 transfer rate, 0.5 dead-band), eliminates oscillation on looping networks; O(edges) per tick
- PipeConnector — mirrors IoConnector pattern, blue input face / green output face, 10-unit buffer, chains output→input with adjacent connectors
- FluidDefinition resource class and all 4 fluid .tres files (coolant, fuel, liquid metal, chemical solvent)
- PLACE_PIPE and PLACE_PIPE_CONNECTOR task types added to GenesisTask
- Drag placement system — all tools stay active after placement; belt and pipe support click-and-drag runs with Manhattan routing; ghost pool reused between drag updates; camera pan suppressed during drag (CameraRig.placement_drag_active)
- Sentinel pattern — cells reserved in GridSystem at queue time (null sentinel), replaced with real node on Genesis completion; _is_cell_free_for_ghost() checks both GridSystem and current drag path
- Belt connection-aware visuals — L/T/straight/cross shapes based on flow connections; update_visual(belt_system) called after placement/removal; refresh_all_visuals() called after load
- NavigationRegion3D + NavigationAgent3D — Genesis pathfinding via nav mesh baked at runtime, rebaked after every building placement/removal; approach target offset to nearest footprint edge cell
- Save/load: null sentinel guard, Genesis task queue serialized and restored on load (all task types), pipe segments and pipe connectors serialized
- Victory condition: _victory_shown flag guards against CanvasLayer visibility false positive
- session_config["pipe_complexity"] — Basic / Standard / Full modes (pressure and temperature gating)
Key design decisions locked: - Fluid simulation uses pair-equalisation, not greedy pressure-sort propagation (oscillation-free) - Pipe-to-pipe connectivity is automatic (all adjacent faces); PipeConnector provides directional control - Belt visuals are connection-aware (L/T/straight/cross) computed from flow direction, not just placement direction - Genesis collision_mask = 0; nav mesh handles building avoidance (physical collision caused entrapment) - Walk target = nearest footprint edge cell, not building centre
Estimated Hours: 40–60 hrs
Copilot model: Claude Sonnet 4.6
M2.4 — Drone System #todo¶
- Drone Port building implemented
- Player configures drone route: source → destination → resource filter
- Drones fly between points visually
- Multiple drones assignable to one route
- Drones consume power at Drone Port
- Drone status visible in building detail panel
Estimated Hours: 20–35 hrs
M2.5 — Train System #todo¶
- Rail track placeable (straight + curves auto-generated)
- Train Station building implemented
- Locomotive + Cargo Wagon entity
- Train follows rail to stations in schedule order
- Loading/unloading at stations via connected belts
- Rail Signal implemented (prevents collisions)
- Train schedule UI in station detail panel
Estimated Hours: 40–60 hrs
⚠️ Trains are the most complex logistics system. Budget extra time for edge cases.
M2.6 — Construction Bot Bay #todo¶
- Construction Bot Bay building implemented
- Bot Components production chain working
- Construction Bots produced and visible on map
- Bots operate independently of Genesis — separate task queue
- Build queue: player places ghosts → bots execute automatically
- Multiple bots work in parallel on different tasks
- Bots can be destroyed by aliens (placeholder — no aliens yet)
- Bot Depot building implemented
- Bot Bay research node in Genesis Abilities branch gates this milestone
Estimated Hours: 25–40 hrs
M2.7 — Basic HUD & UI #todo¶
- Top bar: Session Timer, Player Count placeholder, War Mode toggle
- Right column: Genesis status chip + Task Queue → Mini-map → Overlay Toggles → Alert Panel
- Build Menu bottom bar — all category tabs, building cards with lock overlays
- Build / Plan mode toggle
- War mode toggle in Genesis panel
- Building Detail Panel for all building types
- Basic supply chain diagnostic overlay (
O) - Fluid network diagnostic overlay — pressure and temperature per segment
- Session Menu (
Escape) - Settings screen
- All UI using global Theme resource (dark theme)
-
TutorialManagerautoload — step tracking, completion conditions, skip/resume logic - Tutorial prompt panel — Genesis avatar, 2-sentence prompts, bottom-left of screen
- All 9 tutorial steps wired to existing game signals
-
PlayerProfile.tutorial_completeandtutorial_stepfields added
Design reference:
[09_UI-UX Design Document](<../01_Design Documents/09_UI-UX Design Document.md>)·[10_Tutorial & Onboarding Design](<../01_Design Documents/10_Tutorial & Onboarding Design.md>)
Estimated Hours: 50–70 hrs
Phase 3 — Factory Depth¶
Goal: A full 8–10 hour solo play session is achievable and fun.
Original estimate: 195–270 hrs — target Jun–Nov 2027
Revised estimate: ~2–3 weeks — target Early Apr 2026
Milestones¶
M3.1 — Research System #todo¶
M3.2 — Module System #todo¶
M3.3 — Alien Enemy System #todo¶
M3.4 — Advanced Diagnostics & Factory Overview #todo¶
M3.5 — Blueprint System #todo¶
M3.6 — Save & Load (Full) #todo¶
M3.7 — Procedural Planet Generation #todo¶
(Full deliverable lists unchanged from v0.6 — see previous version for detail)
Phase 4 — Multiplayer¶
Original estimate: 105–165 hrs — target Feb–Jun 2028
Revised estimate: ~2–3 weeks — target Late Apr 2026
M4.1 — Basic Networking #todo¶
M4.2 — Multiplayer Factory Sync #todo¶
M4.3 — Multiplayer UX #todo¶
M4.4 — Headless Server Mode #todo¶
Phase 5 — Polish & Early Access¶
Original estimate: 165–260 hrs — target Oct 2028–Apr 2029
Revised estimate: ~4–6 weeks — target Early Jun 2026
M5.1 — Balance Pass #todo¶
M5.2 — Art Pass (Placeholder → Voxel Style) #todo¶
M5.3 — Audio Pass #todo¶
M5.4 — Steam Integration #todo¶
M5.5 — Early Access Launch Prep #todo¶
🎉 Early Access Launch — Major milestone.
Phase 6 — Space Layer¶
Revised estimate: ~2–3 months post-EA — target Aug–Sep 2026
(Broad milestones unchanged — see v0.6 for detail)
Phase 7 — War & Full Release¶
Revised estimate: TBD — target ~Late 2026 to Early 2027
Milestone Summary¶
Phase Summary¶
| Phase | Est. Hours | Original Target | Revised Target | Actual Completed |
|---|---|---|---|---|
| P0 — Foundation | 5–9 hrs | Feb 2026 | Feb 2026 | ✅ Feb 23, 2026 |
| P1 — Prototype | 115–184 hrs | Apr–Jun 2026 | Feb 2026 | ✅ Feb 24, 2026 |
| P2 — Core Factory | 195–300 hrs | Nov 2026–Mar 2027 | Mid Mar 2026 | |
| P3 — Factory Depth | 195–270 hrs | Jun–Nov 2027 | Early Apr 2026 | |
| P4 — Multiplayer | 105–165 hrs | Feb–Jun 2028 | Late Apr 2026 | |
| P5 — Polish & EA | 165–260 hrs | Oct 2028–Apr 2029 | Early Jun 2026 | |
| 🚀 Early Access | Late 2028–Mid 2029 | ~Jun 2026 |
Milestone Detail¶
| Milestone | Est. Hours | Actual Completed |
|---|---|---|
| M0.1 — Dev Environment | 2–4 hrs | ✅ Feb 23, 2026 |
| M0.2 — Project Scaffolding | 3–5 hrs | ✅ Feb 23, 2026 |
| M1.1 — Grid & Camera | 15–25 hrs | ✅ Feb 23, 2026 |
| M1.2 — First Building & Resource | 15–20 hrs | ✅ Feb 23, 2026 |
| M1.3 — Basic Belt System | 20–35 hrs | ✅ Feb 23, 2026 |
| M1.4 — First Production Chain | 15–25 hrs | ✅ Feb 23, 2026 |
| M1.5 — Basic Power System | 15–20 hrs | ✅ Feb 23, 2026 |
| M1.6 — Genesis Bot | 20–30 hrs | ✅ Feb 24, 2026 |
| M1.7 — Prototype Session Loop | 10–20 hrs | ✅ Feb 24, 2026 |
| M2.1 — Full Resource Set | 15–25 hrs | ✅ Feb 27, 2026 |
| M2.2 — Full Building Set | 25–40 hrs | ✅ Feb 27, 2026 |
| M2.2.5 — Genesis Redesign | 15–25 hrs | ✅ Mar 1, 2026 |
| M2.3 — Pipe System | 40–60 hrs | ✅ Mar 13, 2026 |
| M2.4 — Drone System | 20–35 hrs | |
| M2.5 — Train System | 40–60 hrs | |
| M2.6 — Construction Bot Bay | 25–40 hrs | |
| M2.7 — Basic HUD & UI | 50–70 hrs | |
| M3.1 — Research System | 45–65 hrs | |
| M3.2 — Module System | 35–55 hrs | |
| M3.3 — Alien Enemy System | 40–60 hrs | |
| M3.4 — Advanced Diagnostics | 20–30 hrs | |
| M3.5 — Blueprint System | 20–35 hrs | |
| M3.6 — Save & Load (Full) | 20–30 hrs | |
| M3.7 — Procedural Planet Gen | 25–40 hrs | |
| M4.1 — Basic Networking | 40–60 hrs | |
| M4.2 — Multiplayer Factory Sync | 35–55 hrs | |
| M4.3 — Multiplayer UX | 15–25 hrs | |
| M4.4 — Headless Server Mode | 15–25 hrs | |
| M5.1 — Balance Pass | 40–60 hrs | |
| M5.2 — Art Pass | 60–100 hrs | |
| M5.3 — Audio Pass | 25–40 hrs | |
| M5.4 — Steam Integration | 20–30 hrs | |
| M5.5 — EA Launch Prep | 20–30 hrs | |
| 🚀 Early Access Launch | ~Jun 2026 |
Revision History¶
| Version | Date | Changes |
|---|---|---|
| 0.1 | 2026-02-22 | Initial draft |
| 0.2 | 2026-02-26 | Timeline comparison table, actual completion dates for M0.1–M1.7 |
| 0.3 | 2026-02-27 | M2.1 marked complete |
| 0.4 | 2026-02-27 | M2.2 marked complete |
| 0.5 | 2026-02-27 | M2.2.5 Genesis Redesign inserted; M2.3–M2.7, M3.1, Phase 6–7 expanded |
| 0.6 | 2026-03-01 | M2.2.5 marked complete |
| 0.7 | 2026-03-13 | M2.3 Pipe System marked complete — pair-equalisation fluid sim, drag placement, belt connection-aware visuals, NavigationAgent3D pathfinding, save/load gaps fixed, victory condition fix. Next: M2.4 Drone System. |
This is a living document. Check off deliverables as you complete them. Update estimates when reality diverges from the plan. The roadmap serves you — not the other way around.